✦ Animated Svelte components → motion-core.dev/ ✦ WebGPU framework → spektral.madebyhex.com/ ✦ Aesthetic FFmpeg GUI → framegui.app/

Warsaw
Excited to see this feature going live 🚀 I joined the Moda team about a month ago and have been working on procedural WebGPU-powered backgrounds for their design generation experience. It’s great to see the first results already making their way into the product and marketing materials. Looking forward to pushing this even further. Congrats to the team on the launch 👏 #WebGPU #Shaders #GraphicsProgramming #GenerativeDesign #CreativeCoding
Launching today: add mind-bending shader effects to your designs. No graphic design experience required. Click a button or ask Moda's agent, we handle the rest. Beautiful moving swirls, mesh gradients, dithering, and so much more 🍬
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🎸
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Liquid glass inspired by @shadersweden
Liquid glass, but actually liquid 💧 A hero secton built with @threejs and a TSL fluid sim running in compute shaders
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Marek Jóźwiak retweeted
🚨 Moda is hiring a filmmaker / storyteller! If you want to work with a small, well-funded team building creative tools - please reach out & send me something you've made :) 📍on-site in SF or NYC.
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Iridescent chameleon @trymoda
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Dragon scales shader
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Wrote a bit about making 3D face masks work in real time with MediaPipe, Threlte and Three.js. Now up on Codrops ↓ tympanus.net/codrops/2026/09…
🇫🇷 Our @threejsconf celebration continues with a fantastic new tutorial by the incredibly talented @madebyhex! Discover how MediaPipe, Threlte, and Three.js come together to create a real-time 3D face mask, from face topology and UVs to live webcam tracking. Dive in and learn: tympanus.net/codrops/2026/09…
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Fluid watercolor reveal shader Kuwahara filter driven by structure tensor + procedural paper grain + color mask from liquid simulation
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If only images could speak... icons: @nucleoicons
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Liquid Simulation made with Motion GPU and compute shaders motion-gpu.dev/
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Congrats on the launch! Love seeing more people rethink how much abstraction WebGPU actually needs. I’ve been building Motion GPU around a similar philosophy - small, WGSL-first, and focused on fullscreen shaders, multi-pass pipelines & compute. Different scope, same direction. WebGPU tooling is getting interesting 👀 github.com/motion-core/motio…
About 7 months ago, I started designing a WebGPU library to ship performant shaders at Vercel. Today, we are announcing vgpu: a minimal WebGPU library designed for agents. But what does "designed for agents" mean? 🧵
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Tensum brings actual spring physics to GSAP. Instead of approximating a spring with an easing curve, it solves the motion analytically - tracking position + velocity through interruptions, retargeting and timeline seeks. github.com/motion-core/tensu… tensum.madebyhex.com/ Demo ↓
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Tensum 0.1.0 is out 🎉 A spring physics plugin for GSAP - for when you love GSAP, but elastic.out() isn’t quite the spring you had in mind. Real mass, stiffness, damping, velocity handoff, deterministic seeking, and springs that fit naturally into GSAP timelines. Basically: keep GSAP, add actual springs. What could possibly go wrong. github.com/motion-core/tensu… tensum.madebyhex.com @greensock @cassiecodes
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wtf this is crazy motion-gpu.dev
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Motion GPU 0.15.0 is out. Compute is now explicit: pass-local resource bindings, dependency-aware scheduling, ping-pong resources, and external WebGPU objects. Pipeline reuse is faster, too. Includes breaking changes: motion-gpu.dev/docs/changelo…
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Motion GPU 0.14.0 is out 🎉
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Lesson for today: check spam inbox way more often 😅
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